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General Jack Ripper

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Posts posted by General Jack Ripper

  1. On ‎6‎/‎8‎/‎2019 at 8:47 PM, The Steppenwulf said:

    All said and done, for me CM is not a game where winning or losing is particularly important. I think most of the community approach it that way too? It's a shame that there are some players (a minority) who treat it like a high stakes poker game!  

    That's one reason I almost always give my opponent the choice on what and how we play. Aside from something like, 'no hedgrows' or 'some nasty weather if you don't mind'.

    I care about the quality of the game, far more than the outcome.

  2. On ‎6‎/‎6‎/‎2019 at 1:19 PM, Mord said:

    I am right there with you on the camera. What a difference 8 years and a scroll wheel made.

    I used to just leave the camera on level 3 all the time unless I was recording video.

    I might just go buy these so I can have a digital copy, even though my original installation disks are sitting right over there in my 'big box of old computer stuff'.

  3. 6 hours ago, Xorg_Xalargsky said:

    The only way to cheat is to act in an ungentlemanly manner : (snip) viewing the objectives and OOB of the other side in a pre-made scenario, (snip)

    Fortunately, the CM community is extremely mature as far as game communities go, so that shouldn't be a problem.

    That's happened to me before. Wasted three months on a PBEM before catching it.

    I'd say the only thing you need to worry about, @Anxel Torrente is the quality and caliber of your opponent.

  4. On ‎6‎/‎5‎/‎2019 at 7:57 PM, IICptMillerII said:

    Many tend to place most of their faith in the armor of an Abrams tank, instead of following the tactical principle that if you are doing everything correctly the Abrams should never get shot at in the first place. Of course this is an ideal that is usually not attainable, but the principle remains. The best way to survive on any battlefield is to not get shot at.

    Sherman tank operators should ingest this wisdom with their corn flakes every morning, and with their tea in the afternoon.

  5. On ‎6‎/‎5‎/‎2019 at 2:53 AM, Erwin said:

    It's not viable to use $100,000 to kill one person when one has tens of thousands (or more) persons to kill.  (Unless one gutted all other weapons platforms expenditures/purchases.)  Overly expensive wars are what destroy empires.

    So... What is the dollar value of a human life? Depends on who's answering, I would say.

    To quote my favorite book: "Men are not potatoes."

    On ‎6‎/‎5‎/‎2019 at 8:10 AM, Sgt.Squarehead said:

    I've taken to parking AFVs up behind buildings or dense trees (or even better both) and working in close cooperation with an infantry team, popping out to fire for ten seconds at a time and not a second more!  ;)

    I did that during my game against @IICptMillerII on 'Atlantic Games' but even shoot and scoot orders with a ten second pause didn't save a Leopard who got nailed by a missile AFTER retreating behind a building. 'Fire and Forget' really does work quite well...

    I'd recommend nothing longer than a five second pause in position.

  6. On ‎5‎/‎31‎/‎2019 at 9:38 PM, Thewood1 said:

    Wow, that bone thread was 3.5 years ago.  So that means the CMFI module has been in development for over 3.5 years, and looks like it will be 4 years to deliver.  That's a long time.  The patriots have been in three Super Bowls since that thread.

    :rolleyes:

  7. On ‎5‎/‎8‎/‎2019 at 3:26 AM, puje said:

    When playing pre-made scenarios or campaigns, do you prefer the mission to have a detailed battle plan or do you like to plan everything yourself?

    I plan as much, or as little as necessary, and I often deviate from my own plan at any reasonable opportunity.

    Most of the time, my plans are as simple as, "First Platoon will go that way, Second will go that way, and Third will wait here until later." I then fight the battle largely by ear.

    Some times I will plan an attack all the way down to the level of individual teams, giving each one a specific point to go for, as part of an interlocking fire and movement plan.

    "This row of buildings is key to allowing further movement, so First and Second Squad will split into teams and occupy them, allowing Third Squad to move across the street onto the objective."

    But then again, most of the time I simply maintain my intervals, move as suppression allows, focus my firepower where it's needed, and generally I come off rather well by keeping one eye on the clock, the other eye on the distance from my objectives, both ears on the sounds of outgoing and incoming fire, and a third eye on the amounts of critical ammo supplies like 120mm HE, and Javelins.

    So, in a nutshell, I'm perfectly happy with a detailed plan being provided to me, but I much prefer simply being given an objective and allow me to figure out how I want to accomplish it.

    Some times I even deliberately ignore objectives given to me by the scenario, because I know I can achieve victory without them.

    It's fairly difficult to argue with a total enemy surrender. ;)

  8. On ‎5‎/‎22‎/‎2019 at 1:04 PM, Josey Wales said:

    It's a nice idea but I've got to be careful with that. Each vid I make with a soundtrack from a well know artist already flags as a copyright claim. That's no big deal as the owners of the rights can either monetise or ban the vid in some countries. Sometimes they do nothing and I've had all 3 outcomes.

    Indeed. You don't want to give YouTube an excuse to nuke your channel. Even a single infraction will place hard limits on your ability to upload.

    Almost another week without a post here? Can't have that.

     

  9. 22 hours ago, Bufo said:

    Should I spend my time on reporting bugs? Or is it just wasting? Would anybody check it? 

    First, determine if it is a bug, usually by asking the forum, "Is this normal?"
    Second, make a video or screenshots showing what it is.
    Third, attach a save game demonstrating the bug.
    Fourth, someone important will take notice of it, eventually.

  10. Sherman 75mm has a 'Delay and Effect' ability in real life, perhaps this is modeled in the game to some degree?

    There are countless anecdotes about either 'skipping' 75mm rounds off the ground, or using a delay fuse to good effect against hard targets.

    Quote

    The primary round was the 6.76 kg (14.9 lb) M48 High Explosive round, which travelled at 625 m/s (2,050 ft/s) and contained 1.5 pounds (680g) of TNT filling (2845 kilojoules of explosive energy) and a choice of fuse; the Super Quick (SQ) and the Delay (PD), which had delays of 0.05 and 0.15 seconds respectively. SQ was the standard setting, with PD used against structures, gun positions or lightly protected vehicles. The field gun origins of the ordnance and ammunition ensured that the M2/3/6 series HE round was highly effective for its caliber. The M48 was available in two versions, standard and supercharge, which had an increased propellent charge for greater muzzle velocity (1,885 ft/s (575 m/s) vs. 1,470 ft/s (450 m/s)) and range (2,300 yards greater).

     

  11. On ‎5‎/‎22‎/‎2019 at 3:26 PM, General Liederkranz said:

    I thought it was well-established that individual artillery fragments aren't tracked, but that damage is probability-based, with distance playing a major role. The model may still be plenty sophisticated in the number of factors that modify a soldier's chance of being hit. 

     

    Didn't know Charles and akd were the same person.

  12. 7 hours ago, Kaunitz said:

    I had to put my Gerbini scenario on ice because of soldier-placement issues and the lack of protection provided by defensive structures. It was impossible for me to provide the attackers with proper cover against artillery

    If you want to simulate a force being unaffected by a large artillery barrage, just put them on a reinforcement timer that makes them only show up after the barrage is over at a reduced headcount to simulate casualties.
    Ithikial did the same thing in his 'Lions of Carpiquet' scenario, (spoiler highlight to reveal:) the majority of the defending force doesn't show up in their positions until after the barrage the player is told to conduct is over. (/spoiler)

    OR: You can place a reduced strength attacking force in a deployment zone full of shell holes and simply place the start of the scenario after the barrage is over.

    OR: You can place a fraction of the force, let it sit through the barrage, then have the remainder of the force 'come out of their shelters' and arrive as reinforcements in the trenches.

    My point is there are many ways to address the problem, but throwing your hands up and saying, "Well trenches just aren't good enough so I'm taking my toys and going home," just isn't one of them.

    Now get out there and finish that darned scenario!

  13. On ‎9‎/‎3‎/‎2018 at 7:28 AM, Bulletpoint said:

    What makes you think the artillery damage model is sophisticated? I think it's quite abstracted actually. Trace line from impact, broken by solid ground, modified by a value for the cover/stance infantry is in. Kill calculation based on blast strength and distance from impact.

    Nonsense.

    Artillery fragmentation is absolutely modeled, how else could a GI a hundred meters from an artillery impact get killed, while dudes just 20 meters away are just fine, if the system is as simplistic as you claim it is?

    Your obsessive pessimism is starting to grate.

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